How to Slerp through values inside a 2D array ?

I have an 2D array which stores the transforms of a gameobject at every frame. My requirement is that when the gameobject reaches a checkpoint, the gameobject should go back to the first value and go through the same path again, but it doesn’t have to be at a linear speed. Rather, it should start to speed up towards the end. I’m able to successfully make the gameobject go through the exact motion but unable to make it speed up towards the end. I basically wish to change the interpolation of how the array be able to speed up through its’ values. The below is the snippet of how I’m making the gameobject go through the values stored inside the array at a linear speed.

	myTrans tp = new myTrans (); //create temp variable our class
			tp.myPos = this.transform.position; //save current position
			tp.myQuat = this.transform.rotation; //save current rotation
			tp.myScale = this.transform.localScale; //save current scale
			Movements.Add (tp); //add current data in our list
			MovementIndex++;

//This part above saves the values inside the array

MovementIndex++;
				if (MovementIndex >= 0 && Movements.Count > 0) {
					this.transform.position = Movements[MovementIndex].myPos;
					this.transform.rotation = Movements[MovementIndex].myQuat;
					this.transform.localScale = Movements[MovementIndex].myScale;
				}

//This part above goes through the values inside the array making the object to go through the same path as before.

one way you could do it is to use an AnimationCurve, draw in the interpolation curve that you’d want in the window, and then evaluate the linear value and return an interpolated value.

something like this:

public AnimationCurve curve; // assign this in the inspector window

public float linearInput = 0;
public float interpolatedOutput;

void Update()
{
    linearInput += .01f;
    interpolatedOutput = curve.Evaluate(linearInput);
}

as you run this script, you’ll see interpolatedOutput move according to the curve that you’ve drawn in the AnimationCurve window in the inspector. I find this a quick and easy way to do such operations, because they are flexible and quick to edit.
you can then multiply the output of your curve to match your desired range of output.

hope that helps